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RadiantPhoenix

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  1. I think it would be cool to be able to make AE custom enemies that look like existing enemies, such as the ones with PAP costumes.
  2. A workaround exists, but I think this change would probably be an improvement because of the convenience. The workaround is to form a league with 50s leading each team, bringing everyone else up to 49 or better.
  3. What I was saying later on with Barrier Reef, FFG, and Dark Servant is that because they are (uncontrollable) mobile pets that (mostly) follow you, you have no real reason to place them in a particular location. Thus, they should be placed automatically at your location with a single click or keystroke. Because powers should not require two clicks unless there is a very good reason to do so.
  4. Sonic Resonance is a support powerset that looks cool, but feels weak to me. It resembles Force Field (FF), but FF feels like it has a little extra added onto most of its counterpart powers. Here are some changes that I think might improve the set: T1: Sonic Siphon This is a -RES power, which is good, but that's all it does. I feel like it should either: Play into the name ("Siphon") and "transfer" some of that RES to the user by adding +RES to the power. (allowing players to slot +RES sets) Play into the description ("set up a constant vibration within the body of your foe"), and do some damage-over-time on top of -RES (allowing players to slot damage sets) Help more with AVs by adding 500% -Regen to the power T2: Sonic Barrier T3: Sonic Haven These are 4 minute shields, which are strong, but that's all it does. FF's equivalents have several advantages: They add extra benefits (Tox resist, END/Recv resist) They are +DEF, so they can take LotG globals Personally, I think these should add some uncommon debuff resistances, like DDR, ToHit, or Regeneration. T5: Disruption Field This is an AoE -RES power, which is very good, but making it a toggle that targets somebody else means that it falls off whenever you go through a door. Is there some way to make it stop doing that? T6: Sonic Dispersion Almost identical to the FF equivalent, except it offers less Mez protection (-20 vs -30) and resist (2.0 vs 3.0), and falls off more quickly if somebody leaves (2.25s vs 15s) T7: Sonic Repulsion A clear parallel to the version in FF, except the FF version got buffed a bunch (no extra END per target, and has Repel in addition to KB) and this didn't. T8: Clarity This one is almost an exact copy of Clear Mind from Empathy, except it takes longer to cast. It should really take a page out of the other three variants on this power and do something else too. Maybe Psi resist, or another type of debuff resistance? T9: Liquefy This power feels like it just doesn't have a use-case: The CD is so high that you can't just throw it on regular enemy groups The debuffs (-ToHit, -DEF, -RECH) don't work on AVs because of AV resistance The damage isn't high enough to matter I think that the correct angle to pursue here is further reducing the CD to something like 30 seconds, but making it replace itself so that you can only have one copy out at a time. This makes it a nice AoE debuff that you can throw down on ordinary enemy groups to help protect the team.
  5. Many Epic pools have Armor toggles, derived from other powersets. Many of those powers have options for minimal Fx or no Fx. I would like to have those minimal/no Fx customization options available to the versions from Epic pools. I want the option to have my characters to look more like what I picked in the costume editor, as opposed to having even more extra glowing/particle effects on them.
  6. Several of Traps's pets/pseudopets are placed at the caster's location. Most notably: Acid Mortar and Poison Trap
  7. It's not just Marine and Nature that could do with streamlining some of their powers. Traps has several location-placed pets that should probably be automatically summoned at the caster's location. (Seeker Drones and Force Field Generator, both of which follow you) Dark Servant (Dark Miasma/Darkness Affinity) too.
  8. Exactly what it says in the title: In the Incarnate Trial "The Underground", there is an AV named "Self-Repairing Extinction War Walker" Normally, it regenerates too fast to kill (+1000% regeneration, with AV resistance and purple patch), so players use a temp-power obtained within the Trial to disable this extra regeneration and kill it. However, it appears to be mathematically possible to kill it *without* the temp-power, *if* you bring enough characters with the "Traps" powerset, who can use their power "Poison Trap" to reduce its regeneration to manageable levels. This badge would be awarded to all players in the Trial if the Self-Repairing Extinction War Walker is killed without using the temp power to disable its regeneration. Math: Poison Trap: -1000% regeneration * (1 - 87% AV resistance) * (0.65 purple patch 50+3 vs 54+2) = -84.5% regeneration per Traps user. At 12 of these, the regeneration reaches normal levels, and at 13 it reaches nearly zero. Other powersets with major -Regen debuffs, such as Cold, Thermal, and Radiation, can contribute too, however they are only half as effective.
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  9. As I understand it, the issue is that they need somebody who can do 3d modeling and animation:
  10. I'm not sure how it works on the back-end, but saved costume files store colors like this: Color1 255, 255, 255
  11. The bank insists on seeing your credit report before offering a loan. The ones that didn't went under after Dr Aeon's clones took out all of their money in "loans" and then vanished, never to be seen again.
  12. My /Nature builds are very cramped in terms of power selections. I already skip Spore Cloud, which I probably shouldn't, because even nerfed by 94% (AV resistance + Purple Patch), it's still a pretty nice debuff for iTrials and similar scenarios. As such, I am not sure if it would be correct to take even the toggle-aura version of Lifegiving Spores on an optimized build. ... I probably would take it, but that's because I value convenience a lot. (Which is also the reason I almost always take the Flight pool instead of other pool powers)
  13. The problem with Lifegiving Spores in particular right now is that it is already so weak that I never seriously consider taking it for more than cosmetic effects. First, the numbers: Scale 0.25 heal every 4s +15% Recovery (equivalent) Endurance cost equivalent to -15% Recovery Now, the analysis: Standard content is fast-paced enough that a group of enemies is going to be almost all dead before it manages to tick more than 2-3 times (3x scale 0.25 heal), at which point you're much better off just casting Regrowth once (scale 1.5 heal) Most difficult content involves moving around a bunch too You would think that it would be good for iTrials or MSRs, but the actual amount of healing and recovery is small enough that it drowns in the sea of other heal/END sources that you should be getting. (a single Rebirth Radial from one player in the entire league provides about 10x as much sustained healing) EDIT: will be getting, because Wild Growth's +100% Regeneration is four times larger than the heals from Lifegiving Spores, and you only need to cast that once every minute-and-a-half. The only real use-case for it is if you have a very long AV fight with nobody else providing any healing or regen, and even then it's probably a tiny fraction of the size of the Tanker's own un-assisted regeneration. So, no, it does not need a nerf to become fire-and-forget, because it needed a buff anyway.
  14. This is for Rikti Invasions (the Zone Events you get after LGTF): Do not allow any Bombs to explode, anywhere in the zone, for the whole invasion Shoot down all Dropships before they leave the zone
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  15. Lifegiving Spores is already an AoE toggle. This would just change the focus from a spot on the ground to the player.
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